AC
11
Initiative
+1 (11)
HP
14
(3d8)
Speed
30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 8 | −1 | −1 |
| CON | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 9 | −1 | −1 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Vulnerabilities
Cold, Fire
Resistances
Force
Immunities
Poisoned
Senses
Darkvision 60 ft.; Passive Perception 10
Languages
None
CR
1/8 (XP 25; PB +2)
Traits
Amphibious. Bulbasaur can breathe air and water.
Actions
Vine Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Tackle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Sleep powder. Emits spores from it's back bulb in a 10ft/10ft radius around itself that puts creatures to sleep unless they succeed on a DC15 constitution saving throw.
Reactions
Block. Bulbasaur can halve incoming damage to himself or an ally within a 10ft range by blocking an attack with his vines unless the damage is cold or fire type.
Comments